Build options
Compare ArctovasilasCreate a custom version

Your build

Health
4,950
Damage
1,450
Speed
117
Armor
35%
Crit chance
5%
Crit damage
1.35×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
25%
Damage reduction
75%
Rend
25%
Speed reduction
Immune
Stun
Immune
Swap prevention
33%
Taunt
0%
Vulnerability
Immune
Armor reduction
0%
Affliction
0%
Healing reduction
0%
Daze
0%

Set boosts and enhancements in the build bar at the bottom of the screen.

Enhancements unlock at level 30.

Enhancement track & reactive ability
  1. 1+2 speed
  2. 2+10% health
  3. 3+2 boost slots
  4. 4+10% damage
  5. 5Reactive ability

Arctovasilas reactive Unlocks at enhancement 5

At the end of the turn, if the opponent's shield was destroyed.

Self. increase Speed by 25% for 2 turns; heal 15% of max HP.

Reactive ability details →

Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.

Move set

Damage follows your build, before battle effects.

Cenozoic Smack move icon from Jurassic World Alive

Priority.

Target Self. Cleanse Vulnerability. Cleanse Damage reduction.

Target lowest HP opponent. Destroy shields. Remove Dodge. Attack , bypassing Armor, Dodge.

Target fastest opponent. Remove Speed increase.

Target attacker. Vulnerable 50% for 1 turn, 2 attacks.

Alert Arctic Blast move icon from Jurassic World Alive

Above 50% HP

Target highest damage opponent. Attack .

Target fastest opponent. Reduce Speed 50% for 1 turn.

Target highest HP opponent. Vulnerable 50% for 2 turns, 1 attack.

Target Self. Increase Armor 15% for 2 turns, 2 attacks.

Cooldown: 1.

50% HP or lessDetails of the 50% HP or less form

Target all opponents. Attack , bypassing Absorb.

Target highest damage opponent. Stun 66% chance for 1 turn.

Target fastest opponent. Reduce Speed 50% for 1 turn.

Target highest HP opponent. Vulnerable 50% for 2 turns, 1 attack. Reduce Armor 30% for 2 turns, 4 attacks.

Target Self. Increase Armor 25% for 2 turns, 2 attacks.

Cooldown: 1.

Alert Persistent Group Shields move icon from Jurassic World Alive

Above 50% HP

Target all opponents. Destroy shields.

Target all allies. Increase Damage 50% for 2 turns, 2 attacks. Shield 50% for 2 turns, 2 attacks.

Target Self. Increase Armor 20% for 2 turns, 4 attacks.

Cooldown: 2.

50% HP or lessDetails of the 50% HP or less form

Priority.

Target all opponents. Destroy shields.

Target all allies. Increase Damage 50% for 2 turns, 2 attacks.

Target Self. Increase Crit Chance 100% for 2 turns, 1 attack. Shield 100% for 2 turns, 2 attacks. Taunt 2 turns.

Target all allies. Heal 25% max HP.

Cooldown: 2.

Shielded Devastation move icon from Jurassic World Alive

Target highest HP opponent. Attack , bypassing Dodge.

Target Self. Shield 50% for 2 turns, 4 attacks. Taunt 1 turn.

Delay: 2. Cooldown: 2.

Target Self. Increase Crit Chance 20% for 2 turns, 4 attacks. Increase Speed 20% for 2 turns, 4 attacks.

Swap in Deceleration move icon from Jurassic World Alive

Target highest HP opponent. Destroy shields.

Target attacker. Reduce Speed 50% for 1 turn, 1 attack.

Target Self. Lockdown 2 turns.

Target Self. Cleanse Damage reduction. Heal 1,450. Cleanse. Increase Speed 10% for 2 turns. Shield 25% for 1 turn, 2 attacks.

Sliders & point limits

Boosts share 26 tiers at level 26, with up to 20 in each stat. Max fills the available budget.

Explore boost tradeoffs & stat limits

How would you spend the remaining tiers?

Keeping 0 speed tiers (117 speed), these builds use all 26 tiers. Your current level, training and enhancements stay the same.

Health × damage balance

Taller bars mean a higher health × damage score. “Best” maximizes that score at your chosen speed, not your win rate. Abilities, opponents and speed thresholds can favor a different split. Select a bar to try it.

Individual stat ceilings

At level 26 with enhancement 0. Each ceiling puts as many available points as possible into that one stat; these are separate builds, not a combined maximum.

StatCurrentIndividual ceilingTry a focused build
Health4,9507,425
Damage1,4502,175
Speed117157
Armor35%35%
Crit chance5%5%
Crit damage1.35×1.35×

Includes selected enhancements. Before conditional battle effects. The simulated battles below follow this level (at 26 or 35, whichever is nearer), with no boosts or enhancements.

Evolution & creation costs
From creation to level 260 DNA0 coins

Creation requires 300 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
27100120,0005,1971,522
28150150,0005,4571,598
29200200,0005,7301,678
30250250,0006,0161,762
31400250,0006,2861,841
32400250,0006,5341,914
33400250,0006,7811,986
34400250,0007,0532,066
35400250,0007,4252,175
26 left
HP 4,950DMG 1,450SPD 117
Simulated battles · Level 26 vs 26 · No boosts

How to beat Arctovasilas: counters that win

Battle level
81 of 494 beat it393 it beats

To beat Arctovasilas, bring Coelocephalus, the best Apex counter. Use Ferocious Dispiriting Impact, then Invincible Cleansing Rally, then Instant Group Fierce Rampage to win with about 95% HP left. Arctovasilas: Coelocephalus, Shantrospinos and Skoonametrodon beat it at level 26, and it beats 393 of 494 creatures.

How to beat Arctovasilas with Coelocephalus, move by move

  • If Arctovasilas opens with Cenozoic Smack: Ferocious Dispiriting Impact, then Invincible Cleansing Rally, then Instant Group Fierce Rampage. Wins with 95% HP left.
  • If Arctovasilas opens with Alert Arctic Blast: Ferocious Dispiriting Impact, then Invincible Cleansing Rally, then Instant Group Fierce Rampage. Wins with 100% HP left.
  • If Arctovasilas opens with Alert Persistent Group Shields: Ferocious Dispiriting Impact, then Invincible Cleansing Rally, then Instant Group Fierce Rampage. Wins with 100% HP left.

Each fight is played out move by move. Arctovasilas sees your move every turn and answers with its best reply, so a win here holds against perfect play.

The best 5 Apex counters. Every counter is in the full list below.

4,900 / 4,900 HP
VSReady
Arctovasilas, an Apex creature in Jurassic World Alive
Arctovasilas
4,950 / 4,950 HP

If Arctovasilas opens with…

  1. Turn 13,425 vs 3,008 HP
  2. Turn 24,661 vs 3,008 HP
  3. Turn 34,661 vs 0 HP

Coelocephalus wins with 4,661 HP left (95%).

Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Coelocephalus is higher level or boosted, this win only gets safer; if Arctovasilas is, it can turn the result, so check both builds first.

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All 81 creatures that can beat Arctovasilas

Full battle played move by move for up to eight turns. Quick estimate from a shorter six-turn screen; open one to play its full battle.

Showing 24 of 32 Apex

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How these battles are simulated

Both creatures are level 26 with no boosts, enhancements or Omega training. Every unlocked move is available, including low-health variants, with delays, cooldowns, priority and speed order. The simulation applies armor, shields, dodge, cloak, critical hits, critical chance buffs and reductions, damage buffs and reductions, vulnerability, rend, healing, devour, damage over time, stun, daze, resistances and their reductions, cleansing, removals, immunity and counter-attacks. Daze stops the dazed creature's counter-attacks.

Stun, dodge and daze chances are counted as weighted outcomes, not sampled, and speed ties are split evenly. Critical hits count at their average: every hit adds its critical chance times the extra critical damage, so the damage shown in a battle includes that average. Each turn shown follows the most likely roll. Each battle is a fight to the knockout between these two creatures, so moves that swap the user out (Retreat, Rampage and Run and the like) are not used while another move is ready, and a win that can come sooner is taken sooner. Swapping, swap-in and escape abilities, taunt and flock damage limits are not modeled.

Every non-Omega creature is first screened against Arctovasilas in a quick estimate: up to six turns with a smaller search. The strongest candidates are then played out in full, up to eight turns, and any creature in the full list plays its full battle when you open it. A full battle can disagree with its quick estimate; the full battle is the better guide.

Battles are simulated at levels 26 and 35. When the build above is set to another level, the nearest one is shown and labelled.

These are simulated results, not guaranteed wins. A critical hit that lands, or one that does not, can change a close fight.